Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. Bleed will continue until the target receives magic healing or leaves combat. Updated: 17 May 2020 20:22. This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day. Pathfinder: Kingmaker Guide and Walkthrough Published: Jan 2020 Last Updated: yesterday Version: 2.38. This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage. Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a successful hit. These effects do not stack. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder's Strength modifier damage. This s+4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. Mithral trait is an armor trait in Pathfinder: Kingmaker. This +4 heavy mace gains a +4 bonus to attack rolls agianst the targets affected by Smite Evil or Mark of Justice effects. Attacks with this weapon get +n enhancement bonus on both attack and damage rolls. This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3. This +5 adamantite construct bane handaxe grants its wielder DR 5/ bludgeoning. Owner of this item gets +2 enhancement bonus to attack with touch spells. Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. Against a designated foe. This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day. Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. This +3 dueling sword deals additional 1d6 damage. This +4 shortspear deals negative energy damage. This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. This +2 corrosive heavy mace allows its wearer to throw an acid bomb three times per day. This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day. Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving throw (DC27), or become poisoned with a poison that deals 1d3 damage to Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12 damage per round. It also deals an extra 2d6 points of damage against such foes. This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day. This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day. This +5 anarchic unholy vicious greataxe has a x4 critical multiplier. +3 outsider bane brilliant energy light crossbow. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. This +5 composite Longbow has 19-20 critical range. This benefit doesn't stack with any other effects that expand the threat range of a weapon. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. This +4 necrotic spear summons a friendly will-o'-wisp when it ends a life. This weapon is a +2 adamantine furious longsword. This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day. A unholy weapon is imbued with unholy power. This +5 sickle deals electricity damage instead of physical damage. The wielder of this weapon gets DR 5/piercing. Weapons include swords, wands, axes, firearms etc. Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls. Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute. This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, ousiders and undead. This weapon is a +1 longshank bane spear. Improved shock weapon is sheathed in crackling electricity that deals an extra 2d6 points of electricity damage on a successful hit. This weapon is a +2 flaming anarchic agile dagger. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. Effects. This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit. Whenever its first blade lands a hit, it marks the target for an execution. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You must get permission from me before you are allowed to modify my files to improve it Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. This weapon is a +5 agile shock scimitar. This penalty disappears once the battle ends. Nothing complicated and is good enough at whatever level you finish campaign. The type of weapon used and any damage reduction determines the amount of damage you deal. This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy. Pathfinder: Kingmaker is the first … Press J to jump to the feed. This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day, and glitterdust spell at will. This weapon is a +1 adamantine construct bane heavy pick. 17,125. Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. Whenever this +4 anarchic warhammer lands a critical hit, it applies the effect of Touch of chaos ability to the target. This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. A critical hit does not multiply the bleed damage. Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus. If the saving throw is successful, the target is staggered for 1 round instead. This +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Adamantine trait is an item trait in Pathfinder: Kingmaker. This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spells. This +3 frost halfling sling staff grants its wielder a+2 morale bonus to damage, and an ability to cast stone call spell once per day. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier (whichever is higher). The soul within the Ovinrbaane can manipulate reality around its wielder, allowing them to cast a mall assortment of spells from Abjuration and Transmutation schools. This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day. Greater Weapon Focus: Bastard Sword // Greater Shield Focus: 16: This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity. This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day. This +2 dagger has a chance to confuse enemy on a hit. This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. This weapon is a +2 animal bane falchion. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute. The use of each weapon in Pathfinder: Kingmaker will depend on the proficiency of the character used. Weapons Name Type This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ablilty to cast good hope spell three times per day. This +5 holy flaming longsword has an improved critical multiplier. Enhancement +5. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. It takes +3 to beat DR/silver, same as Cold Iron. This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day. Or am I at the whims of the loot drops and should not focus on any one weapon type? A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. This weapon ignores all damage reduction and immunities. Weapon deals an extra 2d6 points of acid damage on a successful hit. HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. A successful Fortitude DC 14 save negates this. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. This +5 unholy anarchic falchion gives its wielder a +6 enhancement bonus to natural armor, but reduce their Charisma score to 1. Whenever it lands a critical hit, it has a chance to blind the target. This +5 heavy crossbow deals 2d10 damage on hit. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit. This +2 vermin bane shortsword grants its wielder the ability to cast summon nature's ally ll spell once per day. Pathfinder: Kingmaker ... (which a plenty) and a mithral armor to function. Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit. Finesse Wielding. It can't reduce any ability score below 7. This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. This +1 light hammer has a 19-20/x3 critical range. A brilliant energy weapon cannot harm undead, constructs, or objects. - Add more Wondrous Item and Arms and Armor recipes. This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. This weapon is a +2 human bane morningstar. This +5 speed agile dueling sword has a 18-20 critical range. Critical modifier of this weapon is increased by 1. … Butterfly Hunter's Needle. Whenever this +2 necrotic club lands a successful critical hit, it casts vampiric touch spell on its target. This weapon is a +4 necrotic burst punching dagger. This +2 quarterstaff grants its wielder a +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast resist sonic spell twice per day. Janack42. This +1 longbow deals 2d6 damage, and additional 2d6 acid damage, yet its clumsiness and weight impose a -2 penalty on the wielder's attack rolls. As a standard action, up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all creatures in a 30-foot cone (DC27 Reflex half). Whenever it lands a critical hit, it has a chance to cast harm spell (DC22) on the target. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray. This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. I guess the rare mithral weapons are probably as well. These effects do not stack. The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC21) on it. Of a rage spell, and the wielder of this weapon, your becomes. Corrosive agile rapier grants its wielder the ability to cast invisibility spell at will sling staff its... 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